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Discussion MineZ 2 - April Community Update

Discussion in 'MineZ 2' started by Gallihad, Apr 2, 2016.

Discussion - MineZ 2 - April Community Update | Page 4
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  1. demon_peanut Retired Staff

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    454,450xp
    Ok so the overall idea I'm getting on Pigmen is that people do want to see them be a little bit more difficult, but not make invasions a death sentence if you get the Pigmen-only round, as well as not being too OP of course...

    The main ideas I've got at the moment are the following:

    1) Leave them as they are

    2) Increase speed and melee damage

    3) Make them spawn 2-3 baby zombies when they die, like the old-old MineZ ones

    4) 2 and 3 put together >:D

    I'd like to keep with the theme of Pigmen only taking one hit from anything to kill.

  2. blaueszebra Retired Staff

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    362,364xp
    Do you have any specific reason for this?
  3. TunaFeesh Platinum

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    213,203xp
    How about increased melee damage and a chance to spawn 0-2 babies?:)
    I feel like any more of a speed increase would cause them to be as fast if not faster than the player.
    Gallihad likes this.
  4. kscopekid Platinum

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    151,188xp
    why?

    Tbh already killed pigmen with melee wouldnt mind this change
  5. zoomninja3000 Regular Member

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    51,087xp
    Make pigmen able to snag the weapon from your hand or switch weapons with you if you have a better one when you hit them.
    On a side note I can't seem to make the axe AoE attack work.
  6. kscopekid Platinum

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    151,188xp
    Thats so broken
  7. zoomninja3000 Regular Member

    XP:
    51,087xp
    Please specify.
  8. __J___ Platinum

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    11,713xp
    AoE has not been implemented in M2..
  9. Smartzz Emerald

    XP:
    194,826xp
    I wan't to see thames become a more visited place as well as make Lamdeske the invasion town. I feel like right now the ONLY place you to for pvp is Kholhiem.

    Kuwana buff: Bigger PvP hotspot
    Lamdeske buff and move invasions from isen to lamdeske.
    Thames expansion and maybe a buff? I feel like this would spread pvp out a bit rather than being scared when you long in on kholhiem.

    Which brings me to my last point, BUFF SOME IRON TOWNS, I don't care what they are but to be honest iron is SOOOOO grindy and having to find like 5 sets of iron is obnoxious. I am going to hear shit from people saying its not grindy lol. If your like me who opens every chest in the mines at Kholhiem and finds maybe 2 pieces of iron every run. Its cancer.
  10. Lomrun Platinum

    XP:
    209,797xp
    As for someone who started out playing Minez 2 and later switched to minez 1 (since minez 2 became boring) there are some things I would like to see happening.

    -MineZ 2 was intended to be more rpg style. So why not make more npc's scattered in the world instead only in Asindia? The quests became repetitive and were verry easy when you were geared. Having more towns with npc will attract more people. Asindia was the town where everyone would hang out and help eachother. If there were a town in the north with that kind of population it would make things interesting. Because everyone could exactly kill eachother, but the chance is with that many people, if you kill someone, everyone would kill you.

    -Make the enderchest in Asindia bigger, or make it that you can spend rep to make your chest bigger, and have the enderchest link with other towns if you do the idea of above.

    -More / rare recipes. You can do this by expanding the shop in Asindia, or make chests (depending at location) a small % chance of dropping the recipe. Once found you have it permanent. There are already recipes for strong grapples, and special grenades, but i never figured out where to find them. People said they weren't implemnted yet. The rare recipes could be enchanted swords, or some other things which are just for fun.
    Edit 2: Having recipes only spawn at certain towns/locations, gives people a reason to explore every place and farm all locations.

    -Make a party system like in most mmropgs. You can see eachothers hp and have a party chat. I used to go to asindia and asked who wanted to team up to the north. It would be really cool if you there was a party system.

    -Implement skills once you reach a certain level with your proffencies like in mmropgs. I played a minecraft server where after reaching a certain level with archery you would stun players. (Their camera would point up, so every time they get shot they had to look down again) Or they could use a little explosion attack with an axe by right clicking. (this had a cooldown) This makes pvp more fun and it would give a reason to train it.
    Edit: Or have it made that you can choose a class: Fighter, Archer, Healer. You can switch anytime by spending X rep at the npc at Asindia. Every class gives an extra skill / passive stats.
    Healer: Passive stat; 3 min cooldown of healing instead of 5. Active skill; when right clicked with shears instant heal people nearby (has cooldown)
    Archer: Passive stat; Able to carry stacks of 30 arrows or have more range. Active skill; Able to shoot two arrows at once instead of 1.
    Fighter: Passive stat; A bit higher dmg output. Active skill: Give them aoe when crouch attacked ( since aoe attacks arent implemented in minez 2)
    Also give them a nametaq what minez has with Healer and bandit. This way you can see your enemies party setup and guess what kind of strategy they have.

    -Note on a thing with bows and hitboxes of zombies. I've noticed you can headshot zombies way easier in Minez 2 then in minez 1. I swear in minez 1 i hit them in the head but it doesnt count for headshot, while it would have counted in Minez 2. Sometimes when zombies chase me and I randomly shoot I get a headshot, while im 100% sure i didnt hit the head. Also weren't the bows made to attract allot of zombies when you shoot? Because if you shoot them in the right distance you wont agro them. They just take the arrows. The damage output also seems op imo. I can 1hko zombies with headshot from leather to chain. And iron only takes two headshots. My archery level is higher then my sword skill and I never had to get close to zombies anymore. (Im not complaining, infact I like being the Archer class player. But bows seem op against zombies imo, forsakens are imo easier then shiny toes, simply because shiny toes teleport which makes it harder to hit them)
  11. Kelestami Platinum

    XP:
    548,288xp
    Technically this already exists (as a VIP perk), but it doesn't do anything at the moment. I would love to see something done with this as well.

    Behind dungeons, this is probably the second most asked for addition to the game. We're all with you.

    Oh my word, yes. Even your examples are simple and realistic.

    At the beginning of the game's release, there was a glitch or mistake or something where a bunch of chests spawned in a few locations with all the recipe books. This was promptly fixed, but several dozen people or so learned all the recipes. However, the grenades and strong grapples, while craftable, do not work right now. The grenades won't let you throw them, and the strong grapple breaks after one use. They're purely cosmetic. I would love to see these in the update, as well.
    Gallihad likes this.
  12. Lomrun Platinum

    XP:
    209,797xp
    Since allot of people seem to like my post and the idea of skills, I thought of some more classes.

    No Class Difficulty: Easy
    Defense 1.0x
    Bow damage 1.0x
    Sword damage 1,0x

    No skills

    Playstyle: Normal
    Pros: All rounded.
    Cons: No stat bonus.

    Cleric Difficulty: Easy
    Defense 0,8x
    Bow damage 0,8x
    Sword damage 0,8x

    Passive skills:
    -Less Cooldown on heals.
    -No need for red and white dye when bandaging. (For faster applying)
    -Fully heal someone upon reviving someone and resets timer immediately.

    Active skills:
    -Right click shears instant heal 4 hearts people nearby. (CD 30 sec; max range 5 blocks)
    -Right click red dye gives regen II to all party members and self. (CD 10 min; max range 50 blocks)
    -Right click white dye cures all status effects to all party members. (CD 1 min; max range 50 blocks)

    Playstyle: Support
    Pros: Welcomed by all players, high survival rate in parties.
    Cons: Needs other people, nr 1 target at party pvp’s.

    Fighter Difficulty: Easy
    Defense 1,0x
    Bow damage 0,7x
    Sword damage 1,3x

    Passive skills:
    -Axes have AOE.
    -Blocking has a chance of countering 0,5x damage. (Only for close combat attacks.)
    -Higher chance of inflicting bleeding on players.

    Active skills:
    -Right clicking with an axe will do a War cry, knockbacks players and zombies by 5 blocks and does 1 heart of damage. (CD 1min; sound will be played)

    Playstyle: Close combat
    Pros: Best damage output.
    Cons: Lower bow damage.

    Paladin Difficulty: Moderate
    Defense 1.3x
    Bow damage 0,5x
    Sword damage 0,8x

    Passive skills:
    -Blocking greatly reduces damage.
    -Blocking won’t knock you back.
    -Durability loss from armor is 50% less.

    Active skills:
    -While crouching and blocking, negates arrows. (Easy way to get near archers who are camping in a house)
    -While crouching and right clicking an axe, Argo’s all zombies nearby.

    Playstyle: Tanker
    Pros: Perfect for getting close against archer clans. Distract zombies from other players.
    Cons: Weak damage output.

    Archer Difficulty: Moderate
    Defense 1.0x
    Bow damage 1.3x
    Sword damage 0,7x

    Passive skills:
    -Able to carry stacks of 30 arrows.
    -Discount on arrows at shop.
    -Able to pick up shot arrows.

    Active skills:
    -While crouched your arrows will fly further, but gives you slowness V for 10 sec. (If you hit a zombie or player who is x blocks away (really far), you’ll do extra damage.) Sniping bonus.
    -Punching zombie/players with a bow knockbacks them by 2 blocks.

    Playstyle: Range
    Pros: Able to zone out people and a nice asset to party pvp.
    Cons: Lower sword damage.

    Thief Difficulty: Hard
    Defense 0,8x
    Bow damage 1.1x
    Sword damage 0,9x

    Passive skills:
    -Has a small percent chance stealing a random item from the player when attacking.
    -Has a small percent chance of dodging an attack. (Ignoring the damage)
    -Able to carry double of the number of loot. (Food, crafting materials, bandages etc... but not arrows)
    -Cost increase at npc shops. (Because they don't trust you = lower reputation)

    Active skills:
    -While running, right clicking with a sword gives speed buff for 30 sec of time, but you’ll take double the damage and your damage output is half. (CD 5 min; Great way for escaping but risky since you can die very fast)
    -While crouching, right clicking with a sword gives Jump boost (2 blocks jumps) but slowness X for 5 sec. (Thieves can climb buildings easier, but the slowness prevent them cheesing parkour dungeons)

    Playstyle: Stealth
    Pros: Perfect for people who want to farm for their house and escaping bandits. Being the donkey of the party. High mobility.
    Cons: Being infamous, can easily die.

    Ninja Difficulty: Hard
    Defense 0,6x
    Bow damage 1,3x
    Sword damage 1x

    Passive skills:
    -Overall lower agro from zombies by doing any action.
    -Bows are silent.
    -Sneaking completely hides the nametag.
    -Has a small percent chance of dodging an attack. (Ignoring the damage)

    Active skills:
    -While crouching, right clicking with a sword makes you and your nametag completely invincible but gives you slowness I. It will make a small sound effect to warn other players and zombies can still hear you. By doing any action like: attacking, getting hit, opening chests, eating, drinking, running, opening doors will make you visible again. After reappearing there will be a 5 min cooldown. If you attack someone in invincible mode with an arrow, you’ll poison them.

    Playstyle: Stealth
    Pros: You can avoid combat with everything. Perfect scouts for parties.
    Cons: Very low defense.


    Also max party members should be 6. Making you can have every class in one party, and not to have to many clerics. Since mass heal could be op. All multipliers and durations / debuffs can be debated and balanced. Having different classes, you can make dungeons around classes. You could make big dungeons having certain classes is a must. Like having a big horde room where a paladin needs to distract the zombies while the rest solve the puzzle. Or having buttons placed where only archers can reach etc.

    I hope you guys like this idea. Give some feedback :D!
    _PurpleRain_, Kelestami and kscopekid like this.
  13. kscopekid Platinum

    XP:
    151,188xp
    When you go all out in a post....
    Good work, but I don't know if classes would fit minez 2, mainly for the fact that pvp situations would be completely changed, for better or worse. Having hcf classes in minez 2 would be pretty cool and fun but I don't know if it would fit. Up to the admins if they want to do this, I think it could work either way though. Btw nice work on that post, must have taken a lot of time to make.
    _PurpleRain_ and Gallihad like this.
  14. lJuanGB Platinum

    XP:
    128,114xp
    Wow. I liked the idea of having some skills for people that specilize in a role, but what you did was a big step. Too big imo. If this type of abilities are introduced (they are harder to code so we can expect them in long term) I think they should be more "life-based". With this I mean that if I want to be a healer I can in the next life, and if I want to be an archer I could also be one. My Ideas
    -Healer
    You must heal 5 different people. Then you will be given this Tag, and will apply longer and faster regen. Also a kind of instat heal can be interesting (maybe consuming one coagulation powder).
    -Bandit
    You must kill 3 people by hitting them first and in the back (IDK if this can be done) or killing a healer being a no-profession. This players could have a 20% reduction in their sound bar and the ability to be invisible at night if they are crouching. Maybe backstabbing has somekind of damage bonus. IDK
    -Swordsman
    Killing 500 (for example) zombies with the sword or killing 5 people with sword. THis gives you a small bonus with the sword, being able to stop more damage with the sword-block and a slight possibility to stop arrows with the sword (slight).
    -Archer
    Killing 500 (for example) zombies with the bow or killing 5 people with bow. This gives you a small bonus with the bow, being able to carry 25 instead of 15 arrows per stack and a slight chance of ignoring some armor of the oponent (with the bow)
    -Tank
    Killing 300 zombies with the axe, receiving 60 points of damage (3 times your health bar) or killing 3 people with the axe. More damage with the axe, the AOE of the axe is bigger, you have an extra 10% armor reduction, slight extra kb and chance to ignore a sword-block.
    -Scavenger
    Opening 100 chests. You have a slight improvement in your speed (10%) and you can carry more stuff per slot (eg: 5 apples per slot, 6 melon, 20 wooden planks...)
    -Dishonoured
    You got this by killing a healer if you attack first and you are a Swordsman, a Tank, an Archer or a Scanvenger. Also you get this if you are a healer and you kill someone (not a bandit) by hitting them first. No bonus.

    There must be some rules for profession changing:
    - When you have no profession, each time you get one there will be a message asking if you want to adopt it, execept from the profession Bandit, which is given without asking (still with a message)
    - If you are a healer you can turn into a Swordsman, archer, tank or scavenger in the "zombie" way only. It will be asked if you want to change profession
    - If you are a healer and you kill someone by hitting first you will be dishonoured. No asking.
    -If you are a Bandit or a Dishonoured you cannot change
    - If you are a swordsman, archer, tank or scavenger you can turn into a bandit by back-stabbing others.
    - If you are a swordsman, archer, tank or scavenger you can turn into other profession (swordsman, archer, tank or scavenger) by doing the killings. This is asked.

    These are my 2 cents. It is some sort of expansion to the MineZ system, with added abilities and different classes, but is not a too big game change. Just small bonuses to have in mind and make different lifes more varied.
    Also notice that I made Swordsman, Archer and Tank like "Rock, Paper, Scissors". The Swordman can stop arrows with the block, Archer can pierce armor (Tanks have a % advantage, so they lose more this way) and Tank can nulify sword block. This way we prevent a permanent meta, so everyone doesn't use the same class, as there will be one that can counter it.
    _PurpleRain_ and Gallihad like this.
  15. TunaFeesh Platinum

    XP:
    213,203xp
    Wow, cool post!:D

    - Having more npcs is a fairly common suggestion; one I agree with! It would make the map feel more alive and could create some cool towns up north. However, I don't think a town up north with a lot of people would lead to peace on its own. The town either needs to be inside its own pve zone or people will naturally try to kill each other. I'm not totally for or against a northern pve city, though I think I lead more toward it. It would be nice to hear other people's opinions on it.:wink:

    - Like Kel said, just about everyone wants this.:) I think it's supposed to be implemented in the future anyway.

    - Interesting suggestion. I think there should be a good balance between having recipes for items and having items you can make already. There are some items that still need to be added, maybe some of them could need a recipe book.

    - The clan suggestion/discussion earlier in this thread would be similar to this I imagine. I'm all for a clan mechanic, it seems fun!:D
    (Can they be called guilds though? It sounds cooler and fits in better with the type of rpg-like game Mz2 is.:stuck_out_tongue:)

    - I could see skills being a big update in the future. Right now I don't have too much of an opinion on them, but they do sound neat.:wink:

    - Yeah, I feel like bows are a little much against zombies, while opposite for players. I still want to be able to 1 shot regular zombies with a bow, even if I can only do it with a max prof and the highest powered bow possible. Something about silently shooting a zombie in the head with a bow and arrow so that the others don't notice makes me feel pretty :cool:. (Daryl from the Walking Dead?)
    Gallihad likes this.
  16. Gallihad Retired Staff

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    333,888xp
    Great ideas guys, a bunch of them are similar to ones me and demon have been mulling over for a few weeks :wink: so good to see them come up here.

    I feel that any buff that a player can chose should be an effect that wouldn't make it too unfair in situations such as pvp. And more being a choice of 'I'd like to do this better, to help people or myself' it's something that if implemented would need to not drastically change the way the game worked and be a nice customisable feature for each style of play.

    The party system will be used in the future for dungeons at a minimum, and possible some other things.

    Other then the existing recipes that need fixing do you have any suggestions for a cool new item that you'd like to see in the game.

    I'll leave this thread open a while longer cause there's no need to close it while it's still being useful :) thanks!
  17. SwineFlu Platinum

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    66,047xp
    Barricade (wooden fence) and strong barricade (cobblestone wall). Items that can be placed down to stop zombies or players from entering a confined space. Normal barricades take 5 "breaks" (time it take for a zombie to break a door) and a strong barricades take 15 "breaks" before disappearing. These can also be broken/taken down by using an axe or pick axe respectively
    Typuzer and lJuanGB like this.
  18. kscopekid Platinum

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    151,188xp
    If you're going to make classes, tell us what classes before hand so we can look at them and make sure they're balanced. Also make sure that if there is classes, you can make a good team composition with one. For example, a tanky kit, a support, and a glass cannon(dps but squishy).
  19. LastR_Antilles2 Silver

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    21,142xp
    Maybe a northern city where the signpost is ? (north of giant fields)

    With better quests (like beat dungeon xy for example)
    it should have an Enderchest so you can transfer some items from asindia to that town and the other way round.
    Also id give it a pve border so you cant fight in the city, but around it ( a bit similar to the wildy in runescape, if anyone knows it)
    this city could also have some space in case the arena gets ever released

    so pretty much an Asindia of the North
    tundra777 likes this.
  20. SwineFlu Platinum

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    66,047xp

    There is a city there it's just underground
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